Zombasite patch 1.023
[ 2019-08-19 15:12:07 CET ] [ Original post ]
This huge patch improves graphics a lot by adding shadow mapping, adds Steam cloud support, increases performance quite a bit, fixes several crashes, and fixes a ton of other more minor issues (more than 200 changes). 1.023 change list:
- added shadow mapping
- added Steam Cloud support
- fixed a possible crash when loading if build a level and then free the level before the end of the game setup
- hopefully fixed a crash in generateBlendedTileGeometry
- fixed a possible multiplayer crash if have lots of entity deletes since last message (only developer testing modes?)
- fixed an infinite loop related to explosion traps and cave ins (Mandark)
- fixed a crash in ResourceSystem::freeNextResource (I triggered it in the editor, but it might be random crash in many other places)
- fixed a crash in Quest::switchCombatants when a purge happens during switch (probably rare in real games)
- fixed a crash when a player leaves a multiplayer game and then a monster damaged by that player tries to reference the player's clan
- fixed a crash if X the entire window while in multiplayer game
- fixed a way multiplayer game maps could be out of sync in multiplayer (hella)
- fixed never dropping legendary rings, jewelry, or necklaces (Destro*)
- now if load game and the main monster of a quest is in a secret level shift to it somewhere more reasonable - this can happen if I change the layout of the worlds and what used to be a normal level ends up being a secret level after the layout shift (Wayne)
- now on load if monster level and quest level doesn't match for some reason (most likely because world layout changed) fix quest level (Varkon)
- now if an actor clan loads and is based in an area that no longer exists it will be moved to a valid location
- now if load game and the main monster of a quest is in an invalid location shift to it somewhere more reasonable - this can happen if I change the layout of the worlds and what used to be a normal level ends up being a secret level after the layout shift (Mandark)
- now non-player critical hits are 1.5X instead of 2X
- difficulty damage mult now applies to projectile, radius projectile, direct damage, and status effects
- added a few more safeguards to prevent corrupting character
- safe guarded another place in save code to prevent corruption
- now postpone building collision grid until models are loaded (should prevent a bunch of hitches)
- removed lightIndexes being a local array in renderSurface (test went from 54.3 to 56.7 fps, 4.4%)
- made getTileObject caching work better (test went from 57.8 to 58.9 fps, 1.9%)
- no longer cull each surface separately (now per entity) (test went from 48.3 to 49.0 fps, 1.5%)
- now cull minimap blips better (test went from 57.7 to 65.4 fps, 13.3%)
- culled some more minimap blips better (test went from 69.2 to 71.5 fps, 3.3%)
- cull tiles a little better now (test went from 71.4 to 71.9 fps, 0.7% - also simplifies code a bit)
- cache model matrix instead of just angle (test went from 78.4 to 79.8 fps, 1.8%)
- now some ResourceHandles marked as temporary and they don't go through add/remove user (test went from 78.4 to 79.4 fps, 1.3%)
- no longer add lights from models (old feature) (test went from 78.9 to 79.4 fps, 0.6%)
- optimized bindTexture slightly (test went from 79.4 to 80.0 fps, 0.8%)
- sped up a bunch of getDatabaseEntry calls in CovenantBase (didn't test speed, too erratic)
- changed a couple dynamic_cast to static_cast (test went from 79.0 to 80.3 fps, 1.6%)
- sped up getting instigatorQuestDatabaseEntry (test went from 55.4 to 55.8 fps, 0.7%)
- sped up creating world map a little bit
- made status effect texture precache a little smarter
- entire clan is no longer active if some of them are raiding another clan (Destro*)
- fixed not being able to move guard locations (Zomb)
- now enemies attacking a monster that gets demonic control cast on them stop attacking (BlastProcessing)
- fixed clan door armor values
- NPCs that have Savage Strike will now use it way less (teleport too powerful) (Varkon)
- doubled MonsterSpawnChanceMult on several quests
- now when immovable entities (torches, etc) spawn they will push any other entity out of the way (fixes some collision issues) (Varkon/Excellion)
- now if a monster kills your nemesis that monster will become your new nemesis
- fixed secrets being easy to see on maps
- now when right clicking to attack and happen to be highlighting a non-attackable object it will try to target the next nearest attackable thing
- now NPCs in clans that are hurt will not sleep so that they regenerate/heal (fixes several issues)
- decreased Thaden lightning blessing DamageMultPhysical from 0.5 to 0.2
- now hurt NPCs more likely to roam around during activities (also more likely to heal at healthstone) (rainbow)
- fixed system control not saving/loading correctly sometimes
- now MonsterCausedTrouble taunts are time limited like MonsterRandomTaunt taunts (Castruccio)
- no longer add level modifiers if the monsters they would add can't be added
- now on a new world, expedition points are brought up to 0 if below (Bluddy)
- increased BaseTornadoChance from 0.03 to 0.05
- increased ModifiedNumberMultChests from 4.0 to 8.0 for mining level modifier (Orc Schism)
- added cursed resistance item modifiers
- can now buy an entire stack of items by pressing ctrl when buying (Doesn't Learn From Mistakes)
- fixed a targeting issue with skills like heal not being able to target player if previously has another valid target (Fulano)
- Earthquake, Darkness, and Fog machines can now start uprisings (Bluddy)
- now allow MoraleChangeWhenHurtNoEnemy to go below 0 (NPCs should run away from things like fires better) (rainbow)
- NPCs now start with random XP within their current level
- fixed a bunch of status effects getting applied as permanent monster enhancements but then disappearing quickly (Destro*)
- now demon gates are limited to spawning demons
- now zombie gates are limited to spawning zombies
- decreased monster Fleet of Foot bonuses by 20% (Bluddy)
- decreased monster Power Burn enhancement by 20% (Bluddy)
- Torva Shaman fire aura now only buffs friends (Bluddy)
- fixed a problem on some gates/dungeon entrances not showing correct quest info (Varkon)
- fixed gates to unknown destinations showing the destination name
- fixed xp listed in quest text not taking into account world modifiers that change it (usually pacing modifiers) (Nyithra)
- fixed beam attack not passing along which skill was doing damage (was probably causing several beam related problems) (Varkon)
- fixed Strength calculation on status effects
- fixed wisps being able to buff themselves (probably fixes other monsters doing similar things)
- now clan will always be destroyed if drop to 0 members for whatever reason (Dungeon Explorer Lan)
- fixed particles not using combined surfaces like they were supposed to
- fixed liquids not triggering multiple times correctly
- triggers now more consistently do something (Dragonface)
- now quest items that aren't needed but are picked up are removed instead of dropping back to ground
- now skills like Whirlwind can't hit enemies that you can't see (Dragonface)
- flying entities no longer trigger ground traps
- mutated NPCs can no longer be infected (Bluddy)
- now projectiles show explosions even if hitting a neutral or allied entity (even if they won't do any damage)
- now monster resistance/imbue enhancements get some resistance added (instead of just a multiplier)
- fixed several faction reputation issues
- decreased cast time debuff on monster taunts from 0.25 to 0.2 (Fulano)
- now areas can have desired monster types (was only archetypes)
- now can cast most projectiles at enemies that character can't technically see (it will still likely hit the sight blocking obstacle though)
- some monsters can now open doors
- now doors will automatically close after a few seconds if a monster/NPC opens them
- fire thrower fire can now hit objects
- now ambushers get an attack/defense bonus for 10 seconds
- now renegades get a 10% reduction in attribute requirements for items
- now monsters get a 25% reduction in attribute requirements for items
- now keep monsters away from gates a little better (Boink)
- shifted reaver unholy strike passive from cold damage to weapon damage (eliotno3)
- now monsters have to be able to see victim to do a melee attack (Destro*)
- made god retaliation more extreme
- NPCs are more likely to join in a fight if someone they dislike is fighting (join fight against them)
- now if a monster is purged (too many entities), put original position instead of current position on respawn list
- flying/hovering monsters can now fly over barrels and chests
- can now switch bags where one is inside the other (Fulano)
- item skills no longer affects stand still stuff
- boosted Herbology resistances, mana regen, and health regen (ricmadeira)
- now initial monster hate is the faction reputation (Fulano)
- now starting hate scales with level better (so similar at low and high levels)
- decreased MaxDamagePercentTakenAtOnce from 0.75 to 0.7 for Lucky mutation
- decreased ParasiteGroundAcid chances from 0.25 to 0.2
- decreased SpawnChance of liches from 2.0 to 1.5
- fixed collision size of large dungeon stone block with brazier on top
- doubled amount of money dropped from Pirate treasure map chest
- now damaging a gargoyle statue causes noise like damaging a door
- increased StatueHitDurabilityMult from 7.0 to 10.0
- increased gargoyle/statue armor bonus from 10 to 25
- decreased spawn chance of zombie dark elves by 50%
- monster wars now cause more problems
- player NPCs and summons are now less likely to break dangerous objects (hella)
- fixed bounty hunters not changing levels correctly (Giri)
- made battles get constant flow of reinforcements so much more interesting
- improved wander pathfinding quite a bit
- decreased chances of renegades randomly popping up (without direct cause and not at start of world)
- greatly increased chances of uprisings from gate quests
- quests from gate quests no longer sync level/seed (means they can spawn in different levels from gate)
- fixed some quest dontEndNearPlayer issues
- fixed game trying to donate an item if you moved a vendor item into the bottom left normal slot (Fulano)
- fixed a couple bulletin board issues with not near/only near npc quest things
- improved quest level syncing when the world is really large
- now item skills can hit dead monsters
- now attack that does no damage but enemy is dead counts as a success
- assassins and scouts can now teleport back to target level if they leave it for some reason
- decreased fairy light height from 128.0 to 64.0
- made "only on armor" text colored consistenly like "only on weapon"
- fixed normal maps on 4 of 5 naga/naga priest variants
- force shadow mapping on Zombasite (just first time on old configs)
- now add a green # to a level name to denote that another player is in that level (hella)
- changed green * in front of player name to a green # to show in your level
- no longer show symbol in front of your player name to show that you are in the same level as yourself
- zombies are now marked correcly to not be able to be zombified (again) (blightfang)
- sconces on wall no longer have collision
- fixed skeletons not drawing alpha, normal, or specular maps correctly (Bluddy)
- now other players names are green so a little easier to tell them apart from NPCs (hella)
- npcs with bows (or wands in Din's Legacy) now use bow attack instead of melee attack with range
- fixed getting multiple clan doors sometimes (Fulano)
- no longer show help text on fading out objects (like clan doors)
- fixed mouse buttons above 3 not registering correctly without also moving the mouse (Mandark)
- fixed non left/right mouse click not working correctly when moving
- changed setUseTextureAlpha to correctly be per texture unit
- added tag_chest to healthstone so effects target a reasonable place
- rewored champion skill text a little to be more clear what it affects (Destro)
- fixed another way that blocks like bridges wouldn't get set up correctly (Fulano)
- made transition to idle animation a little smoother
- fixed not showing correct skin when using a unique item (the fix won't work until game is run for the 2nd time with new patch) (hella)
- added character options to character exports (Destro*)
- added destroyed effects to monster traps
- changed select gold amount in trade menus to have separate gold, silver, and copper input boxes
- scale changes on entities is now animated (Bluddy)
- added normal/spec maps to gargoyles
- made acid more visible behind objects (Throwback)
- fixed some transparent entity sorting issues (Mandark)
- changed yellow crystal effect so looks less like yellow elite effect (Orc Schism) (Fulano)
- Block skill text now includes effect when you block an attack (mothbones)
- now when highlight a blip on world map that blip is drawn last (fixes duplicate problems)
- fixed highlighting entity blips with quests available or solved and blip is a priority
- made blue and purple gates the correct color on minimap
- fixed gates not updating their exact location on minimap correctly (fixes another duplicate problem)
- added buy stack tip
- minimap now shows blips farther out especially in town where you have full map (Destro*)
- pressing ctrl no longer cancels player actions except attacking and moving
- fixed duplicate scout word in scout killed message
- fixed it so don't get 2 quests to kill a newly zombified NPC
- objects in the way alpha out a little farther now
- made skills with additional (instead of mult) of stunning blow, critical hit, crushing blow, and deep wounds more clear
- fixed vbulletin character export having extra color commands that don't get parsed correctly
- fixed animation issue with destroyed statues (trying to share model with normal killed monsters)
- now rain puts out campfires instead of destroying them
- whirlwind and other similar melee skills no longer hit untargetable objects (like oil on ground)
- fixed not getting any hit sounds when hitting a statue (twitch.tv/ninja)
- now random object size and rotation are consistent across save/load
- now when a health bar blinks it doesn't blink out all of the way
- stuck door/chest message no longer goes to event message queue
- fixed bulletin board getting status effects
- fixed skeletons not being visible while "hidden"
- fixed followers on lurker, plague bringer, zombie plaguebringer, zombie dark elf, and zombielord
- fixed noisy/quiet level not working correctly with monster idle sounds
- now fire throwers, shadows, death knights, stalkers, imps, and screes taunt less (since this list is bigger, taunting as a whole will go down some)
- now torvas, orcs, and dark elves taunt more
- no longer get xp for finding direct neighbor of starting town
- added special anim to all monsters in bestiary and added theme music
- added a loot filter (can specify min rarity items to show) (Sephumbra and probably many others over the years)
- added 7 more unique chests from Patreon
- added description to shared life status effect
- now in-game health bars will blink for player and allies when have low health
- added description to pierce status effect
- added light to elemental totems
- increased fire elemental and towers light
- fixed yucca tree not fading out correctly
- simplified set item text so text on set items is a good bit shorter
- added Mandark's Direia Tribute Britches (Patreon item) (Mandark)
- added Mandarks Tower Tribute Bow (item from Patreon) (Mandark)
- a permanently broken item will no longer show as a better item (green plus)
- fixed 1 lever type that was inconsistent and showing object type (Varkon)
- added god pissed message when an evil god retaliates
- fixed shadow options
- now auto pickup bonus XP objects
- fixed skipping salvage message if a repeat of a recent salvage message (Dragonface)
- now get xp if pull a lever and it disarms a trap (should cover other similar ways)
- no longer add an enemy that is too far away, fixes a few issues like retreating with a dot and then taunting the player for running (Fulano)
- biggest accomplishment is now a completed quest not necessarily a solved quest
- now win screen tells you quests completed instead of quests solved
- now NPCs and members of other clans can count as most impressive kill
- made it so more text could be displayed per line on win screen
- made bronze, silver, and gold chests more consistently use their effects
- last event line no longer draws in larger font if that will make it go off the edge of the screen (Crisses)
- renamed achievement of destroying 100 clans from Destroyer to Clan Destroyer (Fulano)
- fixed another reference to warriorSwipe6.swp
- fixed teleport sounds not always playing when gating
- fixed some missing punctuation in war quest text
- added description to Mana Shield status effect
- fixed life steal proc description indent/wrapping issue (also a few other similar descriptions)
- fixed some old references to ships that somehow have survived (Castruccio)
- fixed bad wording in replacement unique quest text (Dragonface)
- changed save version to 228
- changed PROTOCOL_VERSION to 84
- fixed a contention issue in AreaResource::getTileObject
- changed setProgramEnvParameter4fv vector parm to const
- cleaned up LightingSystem::getLightData
- cleaned up generate2dGeometry a little (one text goes through)
- now on vertex/fragment errors just print rest of problem line
- separated DamageType and SourceType
- added No Replacements button in editor UI to make adding things like grass safer
- updated donation lists from Patreon
- can now set DontSave on user var definitions to override it already being set to Save
- updated copyright date
- fixed font tool not compiling correctly
- made font tool smart enough to automatically bump up texture size if too small for all characters (milithien)
- added cheat_repairAll to make my life easier :)
- added cheat_playtestTeleport - teleports around every few seconds to stress test lots of different things
- moved isInsideTownWalls from Game to World
- fixed some issues with cheat_completeAllQuests
- added showLevelGeneration debug command
Zombasite
Soldak Entertainment
Soldak Entertainment
2016-08-23
Action Indie RPG Singleplayer Multiplayer Coop
Game News Posts 59
🎹🖱️Keyboard + Mouse
Mostly Positive
(182 reviews)
http://www.soldak.com/Zombasite/Overview.html
https://store.steampowered.com/app/408960 
The Game includes VR Support
Zombasite Linux Specific [11.04 M]
Zombasite - Orc Schism
Zombasite is a zombie apocalypse action RPG set in a dynamic, evolving, fantasy world for Windows, Mac, and Linux.
The dark elves have always played god by creating and enhancing underworld slave creatures. As they watched a horde of zombies destroy the huge demon city Kraval, the dark elves were tantalized by the devastating power of uncontrolled zombies, and desired to control and increase it. When they wove their dominating magic into a few captive zombies something went horribly wrong!
They hadn't known the powerful necromancer, Ciglio, had created these zombies. To control his huge armies of undead, Ciglio permanently bound his zombies and their infected victims to him. This binding was so powerful, their loyalty surpassed his untimely death. In the dark elves' pride and lust, their magic twisted into Ciglio's binding, fusing into a new, uncontrollable creation, the Zombasite.
Zombasite is a nasty, voracious, all-consuming Zombie Parasite. It doesn't just reanimate the dead into mindless zombies. It is intelligent, insatiable, and unstoppable---infecting and killing the living, spreading faster and in more ways, helping the dead utilize many of their original skills, and mutating the dead with new powers. Dark elf zombies are terrifying!
So what does this have to do with you? You are the leader of a clan trying to survive the apocalypse. This is easier said than done. When a follower dies, they can't be saved by any means. The Zombasite is highly contagious and zombies are quickly ravaging the world's surface. Food is a critical resource that must be obtained. Vendors are rare and have limited supplies. Some of the stronger monsters have survived and are as dangerous as ever. Clans of humans and monsters are fighting over what few supplies are left. Even within your own clan it isn't safe. Humans living on the edge are even more unstable than usual. So yeah, survival isn't easy.
Features:
The dark elves have always played god by creating and enhancing underworld slave creatures. As they watched a horde of zombies destroy the huge demon city Kraval, the dark elves were tantalized by the devastating power of uncontrolled zombies, and desired to control and increase it. When they wove their dominating magic into a few captive zombies something went horribly wrong!
They hadn't known the powerful necromancer, Ciglio, had created these zombies. To control his huge armies of undead, Ciglio permanently bound his zombies and their infected victims to him. This binding was so powerful, their loyalty surpassed his untimely death. In the dark elves' pride and lust, their magic twisted into Ciglio's binding, fusing into a new, uncontrollable creation, the Zombasite.
Zombasite is a nasty, voracious, all-consuming Zombie Parasite. It doesn't just reanimate the dead into mindless zombies. It is intelligent, insatiable, and unstoppable---infecting and killing the living, spreading faster and in more ways, helping the dead utilize many of their original skills, and mutating the dead with new powers. Dark elf zombies are terrifying!
So what does this have to do with you? You are the leader of a clan trying to survive the apocalypse. This is easier said than done. When a follower dies, they can't be saved by any means. The Zombasite is highly contagious and zombies are quickly ravaging the world's surface. Food is a critical resource that must be obtained. Vendors are rare and have limited supplies. Some of the stronger monsters have survived and are as dangerous as ever. Clans of humans and monsters are fighting over what few supplies are left. Even within your own clan it isn't safe. Humans living on the edge are even more unstable than usual. So yeah, survival isn't easy.
Features:
- Survive the zombie apocalypse in a fantasy world
- Experience uniquely created worlds for every game, with different areas, monsters, items, and quests
- Explore a dynamic, evolving, living world
- Lead a clan of followers who have their own personalities and skills
- Navigate relationships with rival clans using diplomacy, trade, war, and raids
- Adventure with your friends with co-op multiplayer
- Your choices truly impact the game!
MINIMAL SETUP
- Processor: 2.0 GHz Core Duo (or other equivalent)Memory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: GeForce 2 or better
- Storage: 350 MB available space
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